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As long as you have the proper node setup, you should be fine. Bloom is helpful, but I suggest not to over do it!
Here is a picture of what helped me ages ago when I went to do emissive materials, and I worked from there. Hopefully it'll be beneficial to you.

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Hi, I'm having an issue that is related to emissive material glow. When I put together a material as [MENTION=28569]NicolasKruzel[/MENTION] has, the resulting material is bright white with colored glow around the edges, instead of a fully color saturated glow as shown in his image.

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Hi, I'm having an issue that is related to emissive material glow. When I put together a material as [MENTION=28569]NicolasKruzel[/MENTION] has, the resulting material is bright white with colored glow around the edges, instead of a fully color saturated glow as shown in his image.

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Hi, I'm having an issue that is related to emissive material glow. When I put together a material as [MENTION=28569]NicolasKruzel[/MENTION] has, the resulting material is bright white with colored glow around the edges, instead of a fully color saturated glow as shown in his image.

Anyone have any ideas as to how I can achieve a nice saturated glowing color?

Since no one gave the correct (and SIMPLE) answer, I will for posterity and anyone who is learning: (I am trying to 'Tidy Up' around here!)To get the full Saturated glow (Like NEON) effect, you need to make it an 'UNLIT' material (it is it's own light!)
Click the material creation graph grid-background, then in left panel, go to the Material Drop down,change 'Shading Model' to 'UNLIT' ('default Lit' makes the material take on light as is happening to you...) UNLIT (un-intuitively) lets it 'glow' fully from the internal material expression with no external light diluting (diffusing?) the effect. That should work.

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Since no one gave the correct (and SIMPLE) answer, I will for posterity and anyone who is learning: (I am trying to 'Tidy Up' around here!)To get the full Saturated glow (Like NEON) effect, you need to make it an 'UNLIT' material (it is it's own light!)
Click the material creation graph grid-background, then in left panel, go to the Material Drop down,change 'Shading Model' to 'UNLIT' ('default Lit' makes the material take on light as is happening to you...) UNLIT (un-intuitively) lets it 'glow' fully from the internal material expression with no external light diluting (diffusing?) the effect. That should work.

The emissive input works the same way whether the material is unlit or not. You'll get a glow effect as long as you have Bloom enabled in the default Project Settings or in a Post-Process Volume. Otherwise, if you go above 1 without bloom, the color becomes desaturated and you get the white core without a colored glow.

I don't remember which default scalability setting knocks out Post-Process effects like Bloom, but always make sure you're on Epic at least if you can handle it. The engine will default to lowering the scalability settings if your engine hangs for a certain period of time and you ignore the pop-up asking if you want to change it. Kind of annoying, but you can disable that too.

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The emissive input works the same way whether the material is unlit or not. You could even ignore the emissive input and multiply your Base Color to be >1 and you'll get a glow effect as long as you have Bloom enabled in the default Project Settings or in a Post-Process Volume. Otherwise, if you go above 1 without bloom, the color becomes desaturated and you get the white core without a colored glow.

I don't remember which default scalability setting knocks out Post-Process effects like Bloom, but always make sure you're on Epic at least if you can handle it. The engine will default to lowering the scalability settings if your engine hangs for a certain period of time and you ignore the pop-up asking if you want to change it. Kind of annoying, but you can disable that too.